Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp}
parent
df5affe836
commit
682c9d8e7d
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@ -50,6 +50,7 @@ configure_file(
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)
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set(common_SRCS
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content_mapblock.cpp
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content_mapnode.cpp
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auth.cpp
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collision.cpp
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@ -86,6 +87,7 @@ set(common_SRCS
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# Client sources
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set(minetest_SRCS
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${common_SRCS}
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mapblock_mesh.cpp
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farmesh.cpp
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keycode.cpp
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clouds.cpp
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@ -0,0 +1,831 @@
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_mapblock.h"
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#include "content_mapnode.h"
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#include "main.h" // For g_settings and g_texturesource
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#ifndef SERVER
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// Create a cuboid.
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// material - the material to use (for all 6 faces)
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// collector - the MeshCollector for the resulting polygons
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// pa - texture atlas pointer for the material
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// c - vertex colour - used for all
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// pos - the position of the centre of the cuboid
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// rz,ry,rz - the radius of the cuboid in each dimension
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. Alternatively, pass
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// NULL to use the entire texture for each face. The order of
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// the faces in the list is top-backi-right-front-left-bottom
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// If you specified 0,0,1,1 for each face, that would be the
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// same as passing NULL.
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void makeCuboid(video::SMaterial &material, MeshCollector *collector,
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AtlasPointer* pa, video::SColor &c,
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v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
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{
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f32 tu0=pa->x0();
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f32 tu1=pa->x1();
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f32 tv0=pa->y0();
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f32 tv1=pa->y1();
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f32 txus=tu1-tu0;
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f32 txvs=tv1-tv0;
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video::S3DVertex v[4] =
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{
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video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
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video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
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video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
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video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
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};
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for(int i=0;i<6;i++)
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{
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switch(i)
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{
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case 0: // top
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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break;
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case 1: // back
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 2: //right
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 3: // front
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 4: // left
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 5: // bottom
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v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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}
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if(txc!=NULL)
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{
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v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
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v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
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v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
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v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
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txc+=4;
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}
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for(u16 i=0; i<4; i++)
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v[i].Pos += pos;
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u16 indices[] = {0,1,2,2,3,0};
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collector->append(material, v, 4, indices, 6);
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}
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}
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#endif
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#ifndef SERVER
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector)
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{
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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/*
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Some settings
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*/
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bool new_style_water = g_settings.getBool("new_style_water");
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bool new_style_leaves = g_settings.getBool("new_style_leaves");
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//bool smooth_lighting = g_settings.getBool("smooth_lighting");
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float node_water_level = 1.0;
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if(new_style_water)
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node_water_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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// Flowing water material
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video::SMaterial material_water1;
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material_water1.setFlag(video::EMF_LIGHTING, false);
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material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_water1.setFlag(video::EMF_FOG_ENABLE, true);
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material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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AtlasPointer pa_water1 = g_texturesource->getTexture(
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g_texturesource->getTextureId("water.png"));
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material_water1.setTexture(0, pa_water1.atlas);
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// New-style leaves material
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video::SMaterial material_leaves1;
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material_leaves1.setFlag(video::EMF_LIGHTING, false);
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//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
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material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_leaves1 = g_texturesource->getTexture(
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g_texturesource->getTextureId("leaves.png"));
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material_leaves1.setTexture(0, pa_leaves1.atlas);
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// Glass material
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video::SMaterial material_glass;
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material_glass.setFlag(video::EMF_LIGHTING, false);
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material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_glass.setFlag(video::EMF_FOG_ENABLE, true);
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material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_glass = g_texturesource->getTexture(
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g_texturesource->getTextureId("glass.png"));
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material_glass.setTexture(0, pa_glass.atlas);
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// Wood material
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video::SMaterial material_wood;
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material_wood.setFlag(video::EMF_LIGHTING, false);
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material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_wood.setFlag(video::EMF_FOG_ENABLE, true);
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material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_wood = g_texturesource->getTexture(
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g_texturesource->getTextureId("wood.png"));
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material_wood.setTexture(0, pa_wood.atlas);
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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{
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v3s16 p(x,y,z);
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
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/*
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Add torches to mesh
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*/
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if(n.d == CONTENT_TORCH)
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{
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video::SColor c(255,255,255,255);
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
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};
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v3s16 dir = unpackDir(n.dir);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXZBy(45);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXZBy(-45);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if(dir == v3s16(0,-1,0))
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch_on_floor.png"));
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else if(dir == v3s16(0,1,0))
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch_on_ceiling.png"));
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// For backwards compatibility
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else if(dir == v3s16(0,0,0))
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch_on_floor.png"));
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else
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch.png"));
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Signs on walls
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*/
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if(n.d == CONTENT_SIGN_WALL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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float d = (float)BS/16;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
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};
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v3s16 dir = unpackDir(n.dir);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0,
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g_texturesource->getTextureRaw("sign_wall.png"));
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Add flowing water to mesh
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*/
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else if(n.d == CONTENT_WATER)
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{
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bool top_is_water = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
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top_is_water = true;
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u8 l = 0;
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// Use the light of the node on top if possible
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if(content_features(ntop.d).param_type == CPT_LIGHT)
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l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
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// Otherwise use the light of this node (the water)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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// Neighbor water levels (key = relative position)
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// Includes current node
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core::map<v3s16, f32> neighbor_levels;
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core::map<v3s16, u8> neighbor_contents;
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core::map<v3s16, u8> neighbor_flags;
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const u8 neighborflag_top_is_water = 0x01;
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v3s16 neighbor_dirs[9] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,0,-1),
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v3s16(1,0,0),
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v3s16(-1,0,0),
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v3s16(1,0,1),
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v3s16(-1,0,-1),
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v3s16(1,0,-1),
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v3s16(-1,0,1),
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};
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for(u32 i=0; i<9; i++)
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{
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u8 content = CONTENT_AIR;
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float level = -0.5 * BS;
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u8 flags = 0;
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// Check neighbor
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v3s16 p2 = p + neighbor_dirs[i];
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MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.d != CONTENT_IGNORE)
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{
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content = n2.d;
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if(n2.d == CONTENT_WATERSOURCE)
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level = (-0.5+node_water_level) * BS;
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else if(n2.d == CONTENT_WATER)
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level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
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* node_water_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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// doesn't exist
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p2.Y += 1;
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n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
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flags |= neighborflag_top_is_water;
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}
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neighbor_levels.insert(neighbor_dirs[i], level);
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neighbor_contents.insert(neighbor_dirs[i], content);
|
||||
neighbor_flags.insert(neighbor_dirs[i], flags);
|
||||
}
|
||||
|
||||
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
|
||||
//float water_level = neighbor_levels[v3s16(0,0,0)];
|
||||
|
||||
// Corner heights (average between four waters)
|
||||
f32 corner_levels[4];
|
||||
|
||||
v3s16 halfdirs[4] = {
|
||||
v3s16(0,0,0),
|
||||
v3s16(1,0,0),
|
||||
v3s16(1,0,1),
|
||||
v3s16(0,0,1),
|
||||
};
|
||||
for(u32 i=0; i<4; i++)
|
||||
{
|
||||
v3s16 cornerdir = halfdirs[i];
|
||||
float cornerlevel = 0;
|
||||
u32 valid_count = 0;
|
||||
for(u32 j=0; j<4; j++)
|
||||
{
|
||||
v3s16 neighbordir = cornerdir - halfdirs[j];
|
||||
u8 content = neighbor_contents[neighbordir];
|
||||
// Special case for source nodes
|
||||
if(content == CONTENT_WATERSOURCE)
|
||||
{
|
||||
cornerlevel = (-0.5+node_water_level)*BS;
|
||||
valid_count = 1;
|
||||
break;
|
||||
}
|
||||
else if(content == CONTENT_WATER)
|
||||
{
|
||||
cornerlevel += neighbor_levels[neighbordir];
|
||||
valid_count++;
|
||||
}
|
||||
else if(content == CONTENT_AIR)
|
||||
{
|
||||
cornerlevel += -0.5*BS;
|
||||
valid_count++;
|
||||
}
|
||||
}
|
||||
if(valid_count > 0)
|
||||
cornerlevel /= valid_count;
|
||||
corner_levels[i] = cornerlevel;
|
||||
}
|
||||
|
||||
/*
|
||||
Generate sides
|
||||
*/
|
||||
|
||||
v3s16 side_dirs[4] = {
|
||||
v3s16(1,0,0),
|
||||
v3s16(-1,0,0),
|
||||
v3s16(0,0,1),
|
||||
v3s16(0,0,-1),
|
||||
};
|
||||
s16 side_corners[4][2] = {
|
||||
{1, 2},
|
||||
{3, 0},
|
||||
{2, 3},
|
||||
{0, 1},
|
||||
};
|
||||
for(u32 i=0; i<4; i++)
|
||||
{
|
||||
v3s16 dir = side_dirs[i];
|
||||
|
||||
/*
|
||||
If our topside is water and neighbor's topside
|
||||
is water, don't draw side face
|
||||
*/
|
||||
if(top_is_water &&
|
||||
neighbor_flags[dir] & neighborflag_top_is_water)
|
||||
continue;
|
||||
|
||||
u8 neighbor_content = neighbor_contents[dir];
|
||||
|
||||
// Don't draw face if neighbor is not air or water
|
||||
if(neighbor_content != CONTENT_AIR
|
||||
&& neighbor_content != CONTENT_WATER)
|
||||
continue;
|
||||
|
||||
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
|
||||
|
||||
// Don't draw any faces if neighbor is water and top is water
|
||||
if(neighbor_is_water == true && top_is_water == false)
|
||||
continue;
|
||||
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
/*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x0(), pa_water1.y1()),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x1(), pa_water1.y1()),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x1(), pa_water1.y0()),
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x0(), pa_water1.y0()),
|
||||
};
|
||||
|
||||
/*
|
||||
If our topside is water, set upper border of face
|
||||
at upper border of node
|
||||
*/
|
||||
if(top_is_water)
|
||||
{
|
||||
vertices[2].Pos.Y = 0.5*BS;
|
||||
vertices[3].Pos.Y = 0.5*BS;
|
||||
}
|
||||
/*
|
||||
Otherwise upper position of face is corner levels
|
||||
*/
|
||||
else
|
||||
{
|
||||
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
|
||||
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
|
||||
}
|
||||
|
||||
/*
|
||||
If neighbor is water, lower border of face is corner
|
||||
water levels
|
||||
*/
|
||||
if(neighbor_is_water)
|
||||
{
|
||||
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
|
||||
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
|
||||
}
|
||||
/*
|
||||
If neighbor is not water, lower border of face is
|
||||
lower border of node
|
||||
*/
|
||||
else
|
||||
{
|
||||
vertices[0].Pos.Y = -0.5*BS;
|
||||
vertices[1].Pos.Y = -0.5*BS;
|
||||
}
|
||||
|
||||
for(s32 j=0; j<4; j++)
|
||||
{
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[j].Pos.rotateXZBy(0);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[j].Pos.rotateXZBy(180);
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[j].Pos.rotateXZBy(90);
|
||||
if(dir == v3s16(1,0,-0))
|
||||
vertices[j].Pos.rotateXZBy(-90);
|
||||
|
||||
vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_water1, vertices, 4, indices, 6);
|
||||
}
|
||||
|
||||
/*
|
||||
Generate top side, if appropriate
|
||||
*/
|
||||
|
||||
if(top_is_water == false)
|
||||
{
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
/*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x0(), pa_water1.y1()),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x1(), pa_water1.y1()),
|
||||
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
|
||||
pa_water1.x1(), pa_water1.y0()),
|
||||
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
|
||||
pa_water1.x0(), pa_water1.y0()),
|
||||
};
|
||||
|
||||
// This fixes a strange bug
|
||||
s32 corner_resolve[4] = {3,2,1,0};
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
//vertices[i].Pos.Y += water_level;
|
||||
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
|
||||
s32 j = corner_resolve[i];
|
||||
vertices[i].Pos.Y += corner_levels[j];
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_water1, vertices, 4, indices, 6);
|
||||
}
|
||||
}
|
||||
/*
|
||||
Add water sources to mesh if using new style
|
||||
*/
|
||||
else if(n.d == CONTENT_WATERSOURCE && new_style_water)
|
||||
{
|
||||
//bool top_is_water = false;
|
||||
bool top_is_air = false;
|
||||
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
|
||||
/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
|
||||
top_is_water = true;*/
|
||||
if(n.d == CONTENT_AIR)
|
||||
top_is_air = true;
|
||||
|
||||
/*if(top_is_water == true)
|
||||
continue;*/
|
||||
if(top_is_air == false)
|
||||
continue;
|
||||
|
||||
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
|
||||
video::SColor c(WATER_ALPHA,l,l,l);
|
||||
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
/*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x0(), pa_water1.y1()),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
||||
pa_water1.x1(), pa_water1.y1()),
|
||||
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
|
||||
pa_water1.x1(), pa_water1.y0()),
|
||||
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
|
||||
pa_water1.x0(), pa_water1.y0()),
|
||||
};
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_water1, vertices, 4, indices, 6);
|
||||
}
|
||||
/*
|
||||
Add leaves if using new style
|
||||
*/
|
||||
else if(n.d == CONTENT_LEAVES && new_style_leaves)
|
||||
{
|
||||
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
|
||||
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
||||
video::SColor c(255,l,l,l);
|
||||
|
||||
for(u32 j=0; j<6; j++)
|
||||
{
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
|
||||
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
|
||||
pa_leaves1.x0(), pa_leaves1.y1()),
|
||||
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
|
||||
pa_leaves1.x1(), pa_leaves1.y1()),
|
||||
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
|
||||
pa_leaves1.x1(), pa_leaves1.y0()),
|
||||
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
|
||||
pa_leaves1.x0(), pa_leaves1.y0()),
|
||||
};
|
||||
|
||||
if(j == 0)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
}
|
||||
else if(j == 1)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
}
|
||||
else if(j == 2)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
}
|
||||
else if(j == 3)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
}
|
||||
else if(j == 4)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateYZBy(-90);
|
||||
}
|
||||
else if(j == 5)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateYZBy(90);
|
||||
}
|
||||
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_leaves1, vertices, 4, indices, 6);
|
||||
}
|
||||
}
|
||||
/*
|
||||
Add glass
|
||||
*/
|
||||
else if(n.d == CONTENT_GLASS)
|
||||
{
|
||||
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
||||
video::SColor c(255,l,l,l);
|
||||
|
||||
for(u32 j=0; j<6; j++)
|
||||
{
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
|
||||
pa_glass.x0(), pa_glass.y1()),
|
||||
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
|
||||
pa_glass.x1(), pa_glass.y1()),
|
||||
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
|
||||
pa_glass.x1(), pa_glass.y0()),
|
||||
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
|
||||
pa_glass.x0(), pa_glass.y0()),
|
||||
};
|
||||
|
||||
if(j == 0)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
}
|
||||
else if(j == 1)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
}
|
||||
else if(j == 2)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
}
|
||||
else if(j == 3)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
}
|
||||
else if(j == 4)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateYZBy(-90);
|
||||
}
|
||||
else if(j == 5)
|
||||
{
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateYZBy(90);
|
||||
}
|
||||
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_glass, vertices, 4, indices, 6);
|
||||
}
|
||||
}
|
||||
/*
|
||||
Add fence
|
||||
*/
|
||||
else if(n.d == CONTENT_FENCE)
|
||||
{
|
||||
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
||||
video::SColor c(255,l,l,l);
|
||||
|
||||
const f32 post_rad=(f32)BS/10;
|
||||
const f32 bar_rad=(f32)BS/20;
|
||||
const f32 bar_len=(f32)(BS/2)-post_rad;
|
||||
|
||||
// The post - always present
|
||||
v3f pos = intToFloat(p+blockpos_nodes, BS);
|
||||
f32 postuv[24]={
|
||||
0.4,0.4,0.6,0.6,
|
||||
0.35,0,0.65,1,
|
||||
0.35,0,0.65,1,
|
||||
0.35,0,0.65,1,
|
||||
0.35,0,0.65,1,
|
||||
0.4,0.4,0.6,0.6};
|
||||
makeCuboid(material_wood, &collector,
|
||||
&pa_wood, c, pos,
|
||||
post_rad,BS/2,post_rad, postuv);
|
||||
|
||||
// Now a section of fence, +X, if there's a post there
|
||||
v3s16 p2 = p;
|
||||
p2.X++;
|
||||
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
||||
if(n2.d == CONTENT_FENCE)
|
||||
{
|
||||
pos = intToFloat(p+blockpos_nodes, BS);
|
||||
pos.X += BS/2;
|
||||
pos.Y += BS/4;
|
||||
f32 xrailuv[24]={
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6};
|
||||
makeCuboid(material_wood, &collector,
|
||||
&pa_wood, c, pos,
|
||||
bar_len,bar_rad,bar_rad, xrailuv);
|
||||
|
||||
pos.Y -= BS/2;
|
||||
makeCuboid(material_wood, &collector,
|
||||
&pa_wood, c, pos,
|
||||
bar_len,bar_rad,bar_rad, xrailuv);
|
||||
}
|
||||
|
||||
// Now a section of fence, +Z, if there's a post there
|
||||
p2 = p;
|
||||
p2.Z++;
|
||||
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
||||
if(n2.d == CONTENT_FENCE)
|
||||
{
|
||||
pos = intToFloat(p+blockpos_nodes, BS);
|
||||
pos.Z += BS/2;
|
||||
pos.Y += BS/4;
|
||||
f32 zrailuv[24]={
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6};
|
||||
makeCuboid(material_wood, &collector,
|
||||
&pa_wood, c, pos,
|
||||
bar_rad,bar_rad,bar_len, zrailuv);
|
||||
pos.Y -= BS/2;
|
||||
makeCuboid(material_wood, &collector,
|
||||
&pa_wood, c, pos,
|
||||
bar_rad,bar_rad,bar_len, zrailuv);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#ifndef CONTENT_MAPBLOCK_HEADER
|
||||
#define CONTENT_MAPBLOCK_HEADER
|
||||
|
||||
#ifndef SERVER
|
||||
#include "mapblock_mesh.h"
|
||||
#include "utility.h"
|
||||
void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
MeshCollector &collector);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
|
@ -4829,7 +4829,7 @@ MapBlock * ServerMap::emergeBlock(
|
|||
bool black_air_left = false;
|
||||
bool bottom_invalid =
|
||||
block->propagateSunlight(light_sources, true,
|
||||
&black_air_left, true);
|
||||
&black_air_left);
|
||||
|
||||
// If sunlight didn't reach everywhere and part of block is
|
||||
// above ground, lighting has to be properly updated
|
||||
|
|
1707
src/mapblock.cpp
1707
src/mapblock.cpp
File diff suppressed because it is too large
Load Diff
137
src/mapblock.h
137
src/mapblock.h
|
@ -33,10 +33,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "voxel.h"
|
||||
#include "nodemetadata.h"
|
||||
#include "staticobject.h"
|
||||
#include "mapblock_nodemod.h"
|
||||
#ifndef SERVER
|
||||
#include "mapblock_mesh.h"
|
||||
#endif
|
||||
|
||||
|
||||
#define BLOCK_TIMESTAMP_UNDEFINED 0xffffffff
|
||||
|
||||
// Named by looking towards z+
|
||||
/*// Named by looking towards z+
|
||||
enum{
|
||||
FACE_BACK=0,
|
||||
FACE_TOP,
|
||||
|
@ -44,103 +49,7 @@ enum{
|
|||
FACE_FRONT,
|
||||
FACE_BOTTOM,
|
||||
FACE_LEFT
|
||||
};
|
||||
|
||||
struct FastFace
|
||||
{
|
||||
TileSpec tile;
|
||||
video::S3DVertex vertices[4]; // Precalculated vertices
|
||||
};
|
||||
|
||||
enum NodeModType
|
||||
{
|
||||
NODEMOD_NONE,
|
||||
NODEMOD_CHANGECONTENT, //param is content id
|
||||
NODEMOD_CRACK // param is crack progression
|
||||
};
|
||||
|
||||
struct NodeMod
|
||||
{
|
||||
NodeMod(enum NodeModType a_type=NODEMOD_NONE, u16 a_param=0)
|
||||
{
|
||||
type = a_type;
|
||||
param = a_param;
|
||||
}
|
||||
bool operator==(const NodeMod &other)
|
||||
{
|
||||
return (type == other.type && param == other.param);
|
||||
}
|
||||
enum NodeModType type;
|
||||
u16 param;
|
||||
};
|
||||
|
||||
class NodeModMap
|
||||
{
|
||||
public:
|
||||
/*
|
||||
returns true if the mod was different last time
|
||||
*/
|
||||
bool set(v3s16 p, const NodeMod &mod)
|
||||
{
|
||||
// See if old is different, cancel if it is not different.
|
||||
core::map<v3s16, NodeMod>::Node *n = m_mods.find(p);
|
||||
if(n)
|
||||
{
|
||||
NodeMod old = n->getValue();
|
||||
if(old == mod)
|
||||
return false;
|
||||
|
||||
n->setValue(mod);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_mods.insert(p, mod);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
// Returns true if there was one
|
||||
bool get(v3s16 p, NodeMod *mod)
|
||||
{
|
||||
core::map<v3s16, NodeMod>::Node *n;
|
||||
n = m_mods.find(p);
|
||||
if(n == NULL)
|
||||
return false;
|
||||
if(mod)
|
||||
*mod = n->getValue();
|
||||
return true;
|
||||
}
|
||||
bool clear(v3s16 p)
|
||||
{
|
||||
if(m_mods.find(p))
|
||||
{
|
||||
m_mods.remove(p);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
bool clear()
|
||||
{
|
||||
if(m_mods.size() == 0)
|
||||
return false;
|
||||
m_mods.clear();
|
||||
return true;
|
||||
}
|
||||
void copy(NodeModMap &dest)
|
||||
{
|
||||
dest.m_mods.clear();
|
||||
|
||||
for(core::map<v3s16, NodeMod>::Iterator
|
||||
i = m_mods.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
{
|
||||
dest.m_mods.insert(i.getNode()->getKey(), i.getNode()->getValue());
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
core::map<v3s16, NodeMod> m_mods;
|
||||
};
|
||||
};*/
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -170,35 +79,6 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
/*
|
||||
Mesh making stuff
|
||||
*/
|
||||
|
||||
class MapBlock;
|
||||
|
||||
#ifndef SERVER
|
||||
|
||||
struct MeshMakeData
|
||||
{
|
||||
u32 m_daynight_ratio;
|
||||
NodeModMap m_temp_mods;
|
||||
VoxelManipulator m_vmanip;
|
||||
v3s16 m_blockpos;
|
||||
|
||||
/*
|
||||
Copy central data directly from block, and other data from
|
||||
parent of block.
|
||||
*/
|
||||
void fill(u32 daynight_ratio, MapBlock *block);
|
||||
};
|
||||
|
||||
scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
|
||||
|
||||
#endif
|
||||
|
||||
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
||||
v3s16 face_dir);
|
||||
|
||||
/*
|
||||
MapBlock itself
|
||||
*/
|
||||
|
@ -474,8 +354,7 @@ public:
|
|||
|
||||
// See comments in mapblock.cpp
|
||||
bool propagateSunlight(core::map<v3s16, bool> & light_sources,
|
||||
bool remove_light=false, bool *black_air_left=NULL,
|
||||
bool grow_grass=false);
|
||||
bool remove_light=false, bool *black_air_left=NULL);
|
||||
|
||||
// Copies data to VoxelManipulator to getPosRelative()
|
||||
void copyTo(VoxelManipulator &dst);
|
||||
|
|
|
@ -0,0 +1,789 @@
|
|||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include "mapblock_mesh.h"
|
||||
#include "light.h"
|
||||
#include "mapblock.h"
|
||||
#include "map.h"
|
||||
#include "main.h" // For g_settings and g_texturesource
|
||||
#include "content_mapblock.h"
|
||||
|
||||
void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
|
||||
{
|
||||
m_daynight_ratio = daynight_ratio;
|
||||
m_blockpos = block->getPos();
|
||||
|
||||
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
|
||||
|
||||
/*
|
||||
There is no harm not copying the TempMods of the neighbors
|
||||
because they are already copied to this block
|
||||
*/
|
||||
m_temp_mods.clear();
|
||||
block->copyTempMods(m_temp_mods);
|
||||
|
||||
/*
|
||||
Copy data
|
||||
*/
|
||||
|
||||
// Allocate this block + neighbors
|
||||
m_vmanip.clear();
|
||||
m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
|
||||
blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
|
||||
|
||||
{
|
||||
//TimeTaker timer("copy central block data");
|
||||
// 0ms
|
||||
|
||||
// Copy our data
|
||||
block->copyTo(m_vmanip);
|
||||
}
|
||||
{
|
||||
//TimeTaker timer("copy neighbor block data");
|
||||
// 0ms
|
||||
|
||||
/*
|
||||
Copy neighbors. This is lightning fast.
|
||||
Copying only the borders would be *very* slow.
|
||||
*/
|
||||
|
||||
// Get map
|
||||
NodeContainer *parentcontainer = block->getParent();
|
||||
// This will only work if the parent is the map
|
||||
assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
|
||||
// OK, we have the map!
|
||||
Map *map = (Map*)parentcontainer;
|
||||
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
const v3s16 &dir = g_6dirs[i];
|
||||
v3s16 bp = m_blockpos + dir;
|
||||
MapBlock *b = map->getBlockNoCreateNoEx(bp);
|
||||
if(b)
|
||||
b->copyTo(m_vmanip);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
vertex_dirs: v3s16[4]
|
||||
*/
|
||||
void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
|
||||
{
|
||||
/*
|
||||
If looked from outside the node towards the face, the corners are:
|
||||
0: bottom-right
|
||||
1: bottom-left
|
||||
2: top-left
|
||||
3: top-right
|
||||
*/
|
||||
if(dir == v3s16(0,0,1))
|
||||
{
|
||||
// If looking towards z+, this is the face that is behind
|
||||
// the center point, facing towards z+.
|
||||
vertex_dirs[0] = v3s16(-1,-1, 1);
|
||||
vertex_dirs[1] = v3s16( 1,-1, 1);
|
||||
vertex_dirs[2] = v3s16( 1, 1, 1);
|
||||
vertex_dirs[3] = v3s16(-1, 1, 1);
|
||||
}
|
||||
else if(dir == v3s16(0,0,-1))
|
||||
{
|
||||
// faces towards Z-
|
||||
vertex_dirs[0] = v3s16( 1,-1,-1);
|
||||
vertex_dirs[1] = v3s16(-1,-1,-1);
|
||||
vertex_dirs[2] = v3s16(-1, 1,-1);
|
||||
vertex_dirs[3] = v3s16( 1, 1,-1);
|
||||
}
|
||||
else if(dir == v3s16(1,0,0))
|
||||
{
|
||||
// faces towards X+
|
||||
vertex_dirs[0] = v3s16( 1,-1, 1);
|
||||
vertex_dirs[1] = v3s16( 1,-1,-1);
|
||||
vertex_dirs[2] = v3s16( 1, 1,-1);
|
||||
vertex_dirs[3] = v3s16( 1, 1, 1);
|
||||
}
|
||||
else if(dir == v3s16(-1,0,0))
|
||||
{
|
||||
// faces towards X-
|
||||
vertex_dirs[0] = v3s16(-1,-1,-1);
|
||||
vertex_dirs[1] = v3s16(-1,-1, 1);
|
||||
vertex_dirs[2] = v3s16(-1, 1, 1);
|
||||
vertex_dirs[3] = v3s16(-1, 1,-1);
|
||||
}
|
||||
else if(dir == v3s16(0,1,0))
|
||||
{
|
||||
// faces towards Y+ (assume Z- as "down" in texture)
|
||||
vertex_dirs[0] = v3s16( 1, 1,-1);
|
||||
vertex_dirs[1] = v3s16(-1, 1,-1);
|
||||
vertex_dirs[2] = v3s16(-1, 1, 1);
|
||||
vertex_dirs[3] = v3s16( 1, 1, 1);
|
||||
}
|
||||
else if(dir == v3s16(0,-1,0))
|
||||
{
|
||||
// faces towards Y- (assume Z+ as "down" in texture)
|
||||
vertex_dirs[0] = v3s16( 1,-1, 1);
|
||||
vertex_dirs[1] = v3s16(-1,-1, 1);
|
||||
vertex_dirs[2] = v3s16(-1,-1,-1);
|
||||
vertex_dirs[3] = v3s16( 1,-1,-1);
|
||||
}
|
||||
}
|
||||
|
||||
inline video::SColor lightColor(u8 alpha, u8 light)
|
||||
{
|
||||
return video::SColor(alpha,light,light,light);
|
||||
}
|
||||
|
||||
struct FastFace
|
||||
{
|
||||
TileSpec tile;
|
||||
video::S3DVertex vertices[4]; // Precalculated vertices
|
||||
};
|
||||
|
||||
void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
|
||||
v3s16 dir, v3f scale, v3f posRelative_f,
|
||||
core::array<FastFace> &dest)
|
||||
{
|
||||
FastFace face;
|
||||
|
||||
// Position is at the center of the cube.
|
||||
v3f pos = p * BS;
|
||||
posRelative_f *= BS;
|
||||
|
||||
v3f vertex_pos[4];
|
||||
v3s16 vertex_dirs[4];
|
||||
getNodeVertexDirs(dir, vertex_dirs);
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
vertex_pos[i] = v3f(
|
||||
BS/2*vertex_dirs[i].X,
|
||||
BS/2*vertex_dirs[i].Y,
|
||||
BS/2*vertex_dirs[i].Z
|
||||
);
|
||||
}
|
||||
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
vertex_pos[i].X *= scale.X;
|
||||
vertex_pos[i].Y *= scale.Y;
|
||||
vertex_pos[i].Z *= scale.Z;
|
||||
vertex_pos[i] += pos + posRelative_f;
|
||||
}
|
||||
|
||||
f32 abs_scale = 1.;
|
||||
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
|
||||
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
|
||||
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
|
||||
|
||||
v3f zerovector = v3f(0,0,0);
|
||||
|
||||
u8 alpha = tile.alpha;
|
||||
/*u8 alpha = 255;
|
||||
if(tile.id == TILE_WATER)
|
||||
alpha = WATER_ALPHA;*/
|
||||
|
||||
float x0 = tile.texture.pos.X;
|
||||
float y0 = tile.texture.pos.Y;
|
||||
float w = tile.texture.size.X;
|
||||
float h = tile.texture.size.Y;
|
||||
|
||||
/*video::SColor c = lightColor(alpha, li);
|
||||
|
||||
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
||||
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0, y0+h));
|
||||
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0, y0));
|
||||
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
|
||||
core::vector2d<f32>(x0+w*abs_scale, y0));*/
|
||||
|
||||
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
|
||||
lightColor(alpha, li0),
|
||||
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
||||
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
|
||||
lightColor(alpha, li1),
|
||||
core::vector2d<f32>(x0, y0+h));
|
||||
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
|
||||
lightColor(alpha, li2),
|
||||
core::vector2d<f32>(x0, y0));
|
||||
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
|
||||
lightColor(alpha, li3),
|
||||
core::vector2d<f32>(x0+w*abs_scale, y0));
|
||||
|
||||
face.tile = tile;
|
||||
//DEBUG
|
||||
//f->tile = TILE_STONE;
|
||||
|
||||
dest.push_back(face);
|
||||
}
|
||||
|
||||
/*
|
||||
Gets node tile from any place relative to block.
|
||||
Returns TILE_NODE if doesn't exist or should not be drawn.
|
||||
*/
|
||||
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
|
||||
NodeModMap &temp_mods)
|
||||
{
|
||||
TileSpec spec;
|
||||
spec = mn.getTile(face_dir);
|
||||
|
||||
/*
|
||||
Check temporary modifications on this node
|
||||
*/
|
||||
/*core::map<v3s16, NodeMod>::Node *n;
|
||||
n = m_temp_mods.find(p);
|
||||
// If modified
|
||||
if(n != NULL)
|
||||
{
|
||||
struct NodeMod mod = n->getValue();*/
|
||||
NodeMod mod;
|
||||
if(temp_mods.get(p, &mod))
|
||||
{
|
||||
if(mod.type == NODEMOD_CHANGECONTENT)
|
||||
{
|
||||
MapNode mn2(mod.param);
|
||||
spec = mn2.getTile(face_dir);
|
||||
}
|
||||
if(mod.type == NODEMOD_CRACK)
|
||||
{
|
||||
/*
|
||||
Get texture id, translate it to name, append stuff to
|
||||
name, get texture id
|
||||
*/
|
||||
|
||||
// Get original texture name
|
||||
u32 orig_id = spec.texture.id;
|
||||
std::string orig_name = g_texturesource->getTextureName(orig_id);
|
||||
|
||||
// Create new texture name
|
||||
std::ostringstream os;
|
||||
os<<orig_name<<"^[crack"<<mod.param;
|
||||
|
||||
// Get new texture
|
||||
u32 new_id = g_texturesource->getTextureId(os.str());
|
||||
|
||||
/*dstream<<"MapBlock::getNodeTile(): Switching from "
|
||||
<<orig_name<<" to "<<os.str()<<" ("
|
||||
<<orig_id<<" to "<<new_id<<")"<<std::endl;*/
|
||||
|
||||
spec.texture = g_texturesource->getTexture(new_id);
|
||||
}
|
||||
}
|
||||
|
||||
return spec;
|
||||
}
|
||||
|
||||
u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
|
||||
{
|
||||
/*
|
||||
Check temporary modifications on this node
|
||||
*/
|
||||
/*core::map<v3s16, NodeMod>::Node *n;
|
||||
n = m_temp_mods.find(p);
|
||||
// If modified
|
||||
if(n != NULL)
|
||||
{
|
||||
struct NodeMod mod = n->getValue();*/
|
||||
NodeMod mod;
|
||||
if(temp_mods.get(p, &mod))
|
||||
{
|
||||
if(mod.type == NODEMOD_CHANGECONTENT)
|
||||
{
|
||||
// Overrides content
|
||||
return mod.param;
|
||||
}
|
||||
if(mod.type == NODEMOD_CRACK)
|
||||
{
|
||||
/*
|
||||
Content doesn't change.
|
||||
|
||||
face_contents works just like it should, because
|
||||
there should not be faces between differently cracked
|
||||
nodes.
|
||||
|
||||
If a semi-transparent node is cracked in front an
|
||||
another one, it really doesn't matter whether there
|
||||
is a cracked face drawn in between or not.
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
return mn.d;
|
||||
}
|
||||
|
||||
v3s16 dirs8[8] = {
|
||||
v3s16(0,0,0),
|
||||
v3s16(0,0,1),
|
||||
v3s16(0,1,0),
|
||||
v3s16(0,1,1),
|
||||
v3s16(1,0,0),
|
||||
v3s16(1,1,0),
|
||||
v3s16(1,0,1),
|
||||
v3s16(1,1,1),
|
||||
};
|
||||
|
||||
// Calculate lighting at the XYZ- corner of p
|
||||
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
|
||||
{
|
||||
u16 ambient_occlusion = 0;
|
||||
u16 light = 0;
|
||||
u16 light_count = 0;
|
||||
for(u32 i=0; i<8; i++)
|
||||
{
|
||||
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
|
||||
if(content_features(n.d).param_type == CPT_LIGHT)
|
||||
{
|
||||
light += decode_light(n.getLightBlend(daynight_ratio));
|
||||
light_count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(n.d != CONTENT_IGNORE)
|
||||
ambient_occlusion++;
|
||||
}
|
||||
}
|
||||
|
||||
if(light_count == 0)
|
||||
return 255;
|
||||
|
||||
light /= light_count;
|
||||
|
||||
if(ambient_occlusion > 4)
|
||||
{
|
||||
ambient_occlusion -= 4;
|
||||
light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
|
||||
}
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
// Calculate lighting at the given corner of p
|
||||
u8 getSmoothLight(v3s16 p, v3s16 corner,
|
||||
VoxelManipulator &vmanip, u32 daynight_ratio)
|
||||
{
|
||||
if(corner.X == 1) p.X += 1;
|
||||
else assert(corner.X == -1);
|
||||
if(corner.Y == 1) p.Y += 1;
|
||||
else assert(corner.Y == -1);
|
||||
if(corner.Z == 1) p.Z += 1;
|
||||
else assert(corner.Z == -1);
|
||||
|
||||
return getSmoothLight(p, vmanip, daynight_ratio);
|
||||
}
|
||||
|
||||
void getTileInfo(
|
||||
// Input:
|
||||
v3s16 blockpos_nodes,
|
||||
v3s16 p,
|
||||
v3s16 face_dir,
|
||||
u32 daynight_ratio,
|
||||
VoxelManipulator &vmanip,
|
||||
NodeModMap &temp_mods,
|
||||
bool smooth_lighting,
|
||||
// Output:
|
||||
bool &makes_face,
|
||||
v3s16 &p_corrected,
|
||||
v3s16 &face_dir_corrected,
|
||||
u8 *lights,
|
||||
TileSpec &tile
|
||||
)
|
||||
{
|
||||
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
|
||||
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
|
||||
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
|
||||
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
|
||||
|
||||
// This is hackish
|
||||
u8 content0 = getNodeContent(p, n0, temp_mods);
|
||||
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
|
||||
u8 mf = face_contents(content0, content1);
|
||||
|
||||
if(mf == 0)
|
||||
{
|
||||
makes_face = false;
|
||||
return;
|
||||
}
|
||||
|
||||
makes_face = true;
|
||||
|
||||
if(mf == 1)
|
||||
{
|
||||
tile = tile0;
|
||||
p_corrected = p;
|
||||
face_dir_corrected = face_dir;
|
||||
}
|
||||
else
|
||||
{
|
||||
tile = tile1;
|
||||
p_corrected = p + face_dir;
|
||||
face_dir_corrected = -face_dir;
|
||||
}
|
||||
|
||||
if(smooth_lighting == false)
|
||||
{
|
||||
lights[0] = lights[1] = lights[2] = lights[3] =
|
||||
decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
|
||||
}
|
||||
else
|
||||
{
|
||||
v3s16 vertex_dirs[4];
|
||||
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
|
||||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
|
||||
vertex_dirs[i], vmanip, daynight_ratio);
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
startpos:
|
||||
translate_dir: unit vector with only one of x, y or z
|
||||
face_dir: unit vector with only one of x, y or z
|
||||
*/
|
||||
void updateFastFaceRow(
|
||||
u32 daynight_ratio,
|
||||
v3f posRelative_f,
|
||||
v3s16 startpos,
|
||||
u16 length,
|
||||
v3s16 translate_dir,
|
||||
v3f translate_dir_f,
|
||||
v3s16 face_dir,
|
||||
v3f face_dir_f,
|
||||
core::array<FastFace> &dest,
|
||||
NodeModMap &temp_mods,
|
||||
VoxelManipulator &vmanip,
|
||||
v3s16 blockpos_nodes,
|
||||
bool smooth_lighting)
|
||||
{
|
||||
v3s16 p = startpos;
|
||||
|
||||
u16 continuous_tiles_count = 0;
|
||||
|
||||
bool makes_face;
|
||||
v3s16 p_corrected;
|
||||
v3s16 face_dir_corrected;
|
||||
u8 lights[4];
|
||||
TileSpec tile;
|
||||
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
|
||||
vmanip, temp_mods, smooth_lighting,
|
||||
makes_face, p_corrected, face_dir_corrected, lights, tile);
|
||||
|
||||
for(u16 j=0; j<length; j++)
|
||||
{
|
||||
// If tiling can be done, this is set to false in the next step
|
||||
bool next_is_different = true;
|
||||
|
||||
v3s16 p_next;
|
||||
|
||||
bool next_makes_face = false;
|
||||
v3s16 next_p_corrected;
|
||||
v3s16 next_face_dir_corrected;
|
||||
u8 next_lights[4] = {0,0,0,0};
|
||||
TileSpec next_tile;
|
||||
|
||||
// If at last position, there is nothing to compare to and
|
||||
// the face must be drawn anyway
|
||||
if(j != length - 1)
|
||||
{
|
||||
p_next = p + translate_dir;
|
||||
|
||||
getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
|
||||
vmanip, temp_mods, smooth_lighting,
|
||||
next_makes_face, next_p_corrected,
|
||||
next_face_dir_corrected, next_lights,
|
||||
next_tile);
|
||||
|
||||
if(next_makes_face == makes_face
|
||||
&& next_p_corrected == p_corrected
|
||||
&& next_face_dir_corrected == face_dir_corrected
|
||||
&& next_lights[0] == lights[0]
|
||||
&& next_lights[1] == lights[1]
|
||||
&& next_lights[2] == lights[2]
|
||||
&& next_lights[3] == lights[3]
|
||||
&& next_tile == tile)
|
||||
{
|
||||
next_is_different = false;
|
||||
}
|
||||
}
|
||||
|
||||
continuous_tiles_count++;
|
||||
|
||||
// This is set to true if the texture doesn't allow more tiling
|
||||
bool end_of_texture = false;
|
||||
/*
|
||||
If there is no texture, it can be tiled infinitely.
|
||||
If tiled==0, it means the texture can be tiled infinitely.
|
||||
Otherwise check tiled agains continuous_tiles_count.
|
||||
*/
|
||||
if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
|
||||
{
|
||||
if(tile.texture.tiled <= continuous_tiles_count)
|
||||
end_of_texture = true;
|
||||
}
|
||||
|
||||
// Do this to disable tiling textures
|
||||
//end_of_texture = true; //DEBUG
|
||||
|
||||
if(next_is_different || end_of_texture)
|
||||
{
|
||||
/*
|
||||
Create a face if there should be one
|
||||
*/
|
||||
if(makes_face)
|
||||
{
|
||||
// Floating point conversion of the position vector
|
||||
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
|
||||
// Center point of face (kind of)
|
||||
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
|
||||
v3f scale(1,1,1);
|
||||
|
||||
if(translate_dir.X != 0)
|
||||
{
|
||||
scale.X = continuous_tiles_count;
|
||||
}
|
||||
if(translate_dir.Y != 0)
|
||||
{
|
||||
scale.Y = continuous_tiles_count;
|
||||
}
|
||||
if(translate_dir.Z != 0)
|
||||
{
|
||||
scale.Z = continuous_tiles_count;
|
||||
}
|
||||
|
||||
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
|
||||
sp, face_dir_corrected, scale,
|
||||
posRelative_f, dest);
|
||||
}
|
||||
|
||||
continuous_tiles_count = 0;
|
||||
|
||||
makes_face = next_makes_face;
|
||||
p_corrected = next_p_corrected;
|
||||
face_dir_corrected = next_face_dir_corrected;
|
||||
lights[0] = next_lights[0];
|
||||
lights[1] = next_lights[1];
|
||||
lights[2] = next_lights[2];
|
||||
lights[3] = next_lights[3];
|
||||
tile = next_tile;
|
||||
}
|
||||
|
||||
p = p_next;
|
||||
}
|
||||
}
|
||||
|
||||
scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
|
||||
{
|
||||
// 4-21ms for MAP_BLOCKSIZE=16
|
||||
// 24-155ms for MAP_BLOCKSIZE=32
|
||||
//TimeTaker timer1("makeMapBlockMesh()");
|
||||
|
||||
core::array<FastFace> fastfaces_new;
|
||||
|
||||
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
|
||||
|
||||
// floating point conversion
|
||||
v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
|
||||
|
||||
/*
|
||||
Some settings
|
||||
*/
|
||||
//bool new_style_water = g_settings.getBool("new_style_water");
|
||||
//bool new_style_leaves = g_settings.getBool("new_style_leaves");
|
||||
bool smooth_lighting = g_settings.getBool("smooth_lighting");
|
||||
|
||||
/*
|
||||
We are including the faces of the trailing edges of the block.
|
||||
This means that when something changes, the caller must
|
||||
also update the meshes of the blocks at the leading edges.
|
||||
|
||||
NOTE: This is the slowest part of this method.
|
||||
*/
|
||||
|
||||
{
|
||||
// 4-23ms for MAP_BLOCKSIZE=16
|
||||
//TimeTaker timer2("updateMesh() collect");
|
||||
|
||||
/*
|
||||
Go through every y,z and get top(y+) faces in rows of x+
|
||||
*/
|
||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
||||
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
||||
v3s16(0,y,z), MAP_BLOCKSIZE,
|
||||
v3s16(1,0,0), //dir
|
||||
v3f (1,0,0),
|
||||
v3s16(0,1,0), //face dir
|
||||
v3f (0,1,0),
|
||||
fastfaces_new,
|
||||
data->m_temp_mods,
|
||||
data->m_vmanip,
|
||||
blockpos_nodes,
|
||||
smooth_lighting);
|
||||
}
|
||||
}
|
||||
/*
|
||||
Go through every x,y and get right(x+) faces in rows of z+
|
||||
*/
|
||||
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
|
||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
||||
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
||||
v3s16(x,y,0), MAP_BLOCKSIZE,
|
||||
v3s16(0,0,1),
|
||||
v3f (0,0,1),
|
||||
v3s16(1,0,0),
|
||||
v3f (1,0,0),
|
||||
fastfaces_new,
|
||||
data->m_temp_mods,
|
||||
data->m_vmanip,
|
||||
blockpos_nodes,
|
||||
smooth_lighting);
|
||||
}
|
||||
}
|
||||
/*
|
||||
Go through every y,z and get back(z+) faces in rows of x+
|
||||
*/
|
||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
||||
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
||||
v3s16(0,y,z), MAP_BLOCKSIZE,
|
||||
v3s16(1,0,0),
|
||||
v3f (1,0,0),
|
||||
v3s16(0,0,1),
|
||||
v3f (0,0,1),
|
||||
fastfaces_new,
|
||||
data->m_temp_mods,
|
||||
data->m_vmanip,
|
||||
blockpos_nodes,
|
||||
smooth_lighting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// End of slow part
|
||||
|
||||
/*
|
||||
Convert FastFaces to SMesh
|
||||
*/
|
||||
|
||||
MeshCollector collector;
|
||||
|
||||
if(fastfaces_new.size() > 0)
|
||||
{
|
||||
// avg 0ms (100ms spikes when loading textures the first time)
|
||||
//TimeTaker timer2("updateMesh() mesh building");
|
||||
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
|
||||
|
||||
for(u32 i=0; i<fastfaces_new.size(); i++)
|
||||
{
|
||||
FastFace &f = fastfaces_new[i];
|
||||
|
||||
const u16 indices[] = {0,1,2,2,3,0};
|
||||
const u16 indices_alternate[] = {0,1,3,2,3,1};
|
||||
|
||||
video::ITexture *texture = f.tile.texture.atlas;
|
||||
if(texture == NULL)
|
||||
continue;
|
||||
|
||||
material.setTexture(0, texture);
|
||||
|
||||
f.tile.applyMaterialOptions(material);
|
||||
|
||||
const u16 *indices_p = indices;
|
||||
|
||||
/*
|
||||
Revert triangles for nicer looking gradient if vertices
|
||||
1 and 3 have same color or 0 and 2 have different color.
|
||||
*/
|
||||
if(f.vertices[0].Color != f.vertices[2].Color
|
||||
|| f.vertices[1].Color == f.vertices[3].Color)
|
||||
indices_p = indices_alternate;
|
||||
|
||||
collector.append(material, f.vertices, 4, indices_p, 6);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Add special graphics:
|
||||
- torches
|
||||
- flowing water
|
||||
- fences
|
||||
- whatever
|
||||
*/
|
||||
|
||||
mapblock_mesh_generate_special(data, collector);
|
||||
|
||||
/*
|
||||
Add stuff from collector to mesh
|
||||
*/
|
||||
|
||||
scene::SMesh *mesh_new = NULL;
|
||||
mesh_new = new scene::SMesh();
|
||||
|
||||
collector.fillMesh(mesh_new);
|
||||
|
||||
/*
|
||||
Do some stuff to the mesh
|
||||
*/
|
||||
|
||||
mesh_new->recalculateBoundingBox();
|
||||
|
||||
/*
|
||||
Delete new mesh if it is empty
|
||||
*/
|
||||
|
||||
if(mesh_new->getMeshBufferCount() == 0)
|
||||
{
|
||||
mesh_new->drop();
|
||||
mesh_new = NULL;
|
||||
}
|
||||
|
||||
if(mesh_new)
|
||||
{
|
||||
#if 0
|
||||
// Usually 1-700 faces and 1-7 materials
|
||||
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<mesh_new->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;
|
||||
#endif
|
||||
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
// This will lead to infinite memory usage because or irrlicht.
|
||||
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
|
||||
/*
|
||||
NOTE: If that is enabled, some kind of a queue to the main
|
||||
thread should be made which would call irrlicht to delete
|
||||
the hardware buffer and then delete the mesh
|
||||
*/
|
||||
}
|
||||
|
||||
return mesh_new;
|
||||
|
||||
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
||||
}
|
||||
|
|
@ -0,0 +1,143 @@
|
|||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#ifndef MAPBLOCK_MESH_HEADER
|
||||
#define MAPBLOCK_MESH_HEADER
|
||||
|
||||
#include "common_irrlicht.h"
|
||||
#include "mapblock_nodemod.h"
|
||||
#include "voxel.h"
|
||||
|
||||
/*
|
||||
Mesh making stuff
|
||||
*/
|
||||
|
||||
/*
|
||||
This is used because CMeshBuffer::append() is very slow
|
||||
*/
|
||||
struct PreMeshBuffer
|
||||
{
|
||||
video::SMaterial material;
|
||||
core::array<u16> indices;
|
||||
core::array<video::S3DVertex> vertices;
|
||||
};
|
||||
|
||||
class MeshCollector
|
||||
{
|
||||
public:
|
||||
void append(
|
||||
video::SMaterial material,
|
||||
const video::S3DVertex* const vertices,
|
||||
u32 numVertices,
|
||||
const u16* const indices,
|
||||
u32 numIndices
|
||||
)
|
||||
{
|
||||
PreMeshBuffer *p = NULL;
|
||||
for(u32 i=0; i<m_prebuffers.size(); i++)
|
||||
{
|
||||
PreMeshBuffer &pp = m_prebuffers[i];
|
||||
if(pp.material != material)
|
||||
continue;
|
||||
|
||||
p = &pp;
|
||||
break;
|
||||
}
|
||||
|
||||
if(p == NULL)
|
||||
{
|
||||
PreMeshBuffer pp;
|
||||
pp.material = material;
|
||||
m_prebuffers.push_back(pp);
|
||||
p = &m_prebuffers[m_prebuffers.size()-1];
|
||||
}
|
||||
|
||||
u32 vertex_count = p->vertices.size();
|
||||
for(u32 i=0; i<numIndices; i++)
|
||||
{
|
||||
u32 j = indices[i] + vertex_count;
|
||||
if(j > 65535)
|
||||
{
|
||||
dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
|
||||
// NOTE: Fix is to just add an another MeshBuffer
|
||||
}
|
||||
p->indices.push_back(j);
|
||||
}
|
||||
for(u32 i=0; i<numVertices; i++)
|
||||
{
|
||||
p->vertices.push_back(vertices[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void fillMesh(scene::SMesh *mesh)
|
||||
{
|
||||
/*dstream<<"Filling mesh with "<<m_prebuffers.size()
|
||||
<<" meshbuffers"<<std::endl;*/
|
||||
for(u32 i=0; i<m_prebuffers.size(); i++)
|
||||
{
|
||||
PreMeshBuffer &p = m_prebuffers[i];
|
||||
|
||||
/*dstream<<"p.vertices.size()="<<p.vertices.size()
|
||||
<<", p.indices.size()="<<p.indices.size()
|
||||
<<std::endl;*/
|
||||
|
||||
// Create meshbuffer
|
||||
|
||||
// This is a "Standard MeshBuffer",
|
||||
// it's a typedeffed CMeshBuffer<video::S3DVertex>
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
// Set material
|
||||
buf->Material = p.material;
|
||||
//((scene::SMeshBuffer*)buf)->Material = p.material;
|
||||
// Use VBO
|
||||
//buf->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
// Add to mesh
|
||||
mesh->addMeshBuffer(buf);
|
||||
// Mesh grabbed it
|
||||
buf->drop();
|
||||
|
||||
buf->append(p.vertices.pointer(), p.vertices.size(),
|
||||
p.indices.pointer(), p.indices.size());
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
core::array<PreMeshBuffer> m_prebuffers;
|
||||
};
|
||||
|
||||
class MapBlock;
|
||||
|
||||
struct MeshMakeData
|
||||
{
|
||||
u32 m_daynight_ratio;
|
||||
NodeModMap m_temp_mods;
|
||||
VoxelManipulator m_vmanip;
|
||||
v3s16 m_blockpos;
|
||||
|
||||
/*
|
||||
Copy central data directly from block, and other data from
|
||||
parent of block.
|
||||
*/
|
||||
void fill(u32 daynight_ratio, MapBlock *block);
|
||||
};
|
||||
|
||||
scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
|
||||
|
||||
#endif
|
||||
|
|
@ -230,4 +230,54 @@ u8 MapNode::getMineral()
|
|||
return MINERAL_NONE;
|
||||
}
|
||||
|
||||
/*
|
||||
Gets lighting value at face of node
|
||||
|
||||
Parameters must consist of air and !air.
|
||||
Order doesn't matter.
|
||||
|
||||
If either of the nodes doesn't exist, light is 0.
|
||||
|
||||
parameters:
|
||||
daynight_ratio: 0...1000
|
||||
n: getNodeParent(p)
|
||||
n2: getNodeParent(p + face_dir)
|
||||
face_dir: axis oriented unit vector from p to p2
|
||||
|
||||
returns encoded light value.
|
||||
*/
|
||||
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
||||
v3s16 face_dir)
|
||||
{
|
||||
try{
|
||||
u8 light;
|
||||
u8 l1 = n.getLightBlend(daynight_ratio);
|
||||
u8 l2 = n2.getLightBlend(daynight_ratio);
|
||||
if(l1 > l2)
|
||||
light = l1;
|
||||
else
|
||||
light = l2;
|
||||
|
||||
// Make some nice difference to different sides
|
||||
|
||||
// This makes light come from a corner
|
||||
/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
|
||||
light = diminish_light(diminish_light(light));
|
||||
else if(face_dir.X == -1 || face_dir.Z == -1)
|
||||
light = diminish_light(light);*/
|
||||
|
||||
// All neighboring faces have different shade (like in minecraft)
|
||||
if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
|
||||
light = diminish_light(diminish_light(light));
|
||||
else if(face_dir.Z == 1 || face_dir.Z == -1)
|
||||
light = diminish_light(light);
|
||||
|
||||
return light;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -648,7 +648,24 @@ struct MapNode
|
|||
}
|
||||
};
|
||||
|
||||
/*
|
||||
Gets lighting value at face of node
|
||||
|
||||
Parameters must consist of air and !air.
|
||||
Order doesn't matter.
|
||||
|
||||
If either of the nodes doesn't exist, light is 0.
|
||||
|
||||
parameters:
|
||||
daynight_ratio: 0...1000
|
||||
n: getNodeParent(p)
|
||||
n2: getNodeParent(p + face_dir)
|
||||
face_dir: axis oriented unit vector from p to p2
|
||||
|
||||
returns encoded light value.
|
||||
*/
|
||||
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
||||
v3s16 face_dir);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue